is it possible to render every afterburn event as a separate alpha channel…?

In my scene I got two main particle events - fire and smoke… They occlude each other during the animation and I wont simply get the same look if I will render them separately… but I still need the control to individually control things like brightness and glows on each of the event in comp… cant seem to find an option in render layers to name and render each event separately… anyone knows way around this???

In my case rendering goes well on one machine, but on the more powerfull machine with the same soft installed the same scene makes 3dsMAX crash while rendering during “preparing atmospherics”. If I uncheck atmospherics in the render setup, or if I disable the afterburn in the effects section then render goes without problems. How to cure?
3dsMAX2011 AfterBurn 4.0b

In my case rendering goes well on one machine, but on the more powerful machine with the same soft installed the same scene makes 3dsMAX crash while rendering during “preparing atmospherics”. If I uncheck atmospherics in the render setup, or if I disable the afterburn in the effects section then render goes without problems. How to cure?
3dsMAX2011 AfterBurn 4.0b

In my case rendering goes well on one machine, but on the more powerful machine with the same soft installed the same scene makes 3dsMAX crash while rendering during “preparing atmospherics”. If I uncheck atmospherics in the render setup, or if I disable the afterburn in the effects section then render goes without problems. How to cure?
3dsMAX2011 AfterBurn 4.0b

THANKS!

Try to install ServicePack for 3ds max, if you don’t have…and what renderer is on? Scanline?

…another problem with AB…
I have the scene with AB volumetrics. Really big area of scene is covered up by clouds. I’ve rendered 20 frames by machine on my render farm…all lights in my scene using AB Shadow Map in Static mode, but when I’ve checked final animation…flicker…shadow flicker in period by 20 frames - this is result (((( Can I bake shadow map or I must increase stepsize settings and Shadow Map res??? At this moment shadow stepsize is 1.0 and shadow map res is 256…

Try to install ServicePack for 3ds max, if you don’t have…and what renderer is on? Scanline?

…another problem with AB…
I have the scene with AB volumetrics. Really big area of scene is covered up by clouds. I’ve rendered 20 frames by machine on my render farm…all lights in my scene using AB Shadow Map in Static mode, but when I’ve checked final animation…flicker…shadow flicker in period by 20 frames - this is result (((( Can I bake shadow map or I must increase stepsize settings and Shadow Map res??? At this moment shadow stepsize is 1.0 and shadow map res is 256…

The same question. (^_^)/ What renderer do you use? Do you have GI in your scene?

Btw I’m running V-ray 1.5 SP5.
I have hotfix4 and SP1 installed, but it doesn’t matter. I tried to turn off the hyperthreading in the BIOS setup of the problem machine, it helped, but not for a long time. (>_<) Now the rendering doesn’t interrupt just after I click render button, but the error messege still emerges from time to time. Windows reboot also helps for a while.

I want to use the basic fireball that comes with Afterburn tutorials but at a much larger physical size. Is there a way to scale up the settings so they still look good but covering a much larger area?

I’ve tried scaling the Afterburn settings up using the Afterburn scale feature but that doesn’t work.

I have gotten used to modeling things to real world scale/units and would prefer not to scale my scene down to the size of the Afterburn scene although that may be the way to get what I want.

Finally figured out that I need to be in a different scale… Meters works well. 1 inch scale doesn’t work.

I have a Pcloud emmiter that has the particles coming towards the camera, i did that with the Particle motion option within the Pcloud.
The animation looks good in the workspace and if i render 1 frame at a time i can see the clouds growing.

But when i try to render an animation Afterburn doesnt animate the clouds, the clouds stay static.
Its probably something simple i overlooked but its kinda frustrating

Anyone know what i need to do to get Afterburn to render the animation?

Hey guys I’m new here and I have kind of stupid question, I’m using afterburn 4.0 to create a meteorite crashing down to the ground. I have mostly everything done, but I want to add a glow effect to the front and I can’t seem to get afterburn glow to work. Can anyone run me through the steps on how to add afterburn glow?

Renderer: V-Ray 1.5 (but the same thing happens in scanline (which takes like 10x the time to render the same thing!)
I’ve tried every shadow type available for the lights, all result in the same…
Using other types of lighting aren’t suitable as I need a directional beam, not a spot-type.

I’m trying to make a meteor effect but having problems with rendering. If you can give me some tips to make this render better, you’d save my life. I’m explicitly concerned with the weird smoothness and the lines that go around the smoke.

I have one spot light on the scene with shadow map. I’m using Afterburn 4.

Renderer: V-Ray 1.5 (but the same thing happens in scanline (which takes like 10x the time to render the same thing!)
I’ve tried every shadow type available for the lights, all result in the same…
Using other types of lighting aren’t suitable as I need a directional beam, not a spot-type.

hi,
i have a question, maybe this one somebody already asking before… sorry if repost…

how to set/get afterburn more opacity/less density, if they near/infront camera?
case:
i have thin smoke along the tunnel using pflow with afterburn…, and i have animated camera thru the tunnel, the problem when camera thru the smoke some like blank white covering camera… if we view rendering like flicker…
so maybe will help if i can set density gradually become lesser if they near camera.

btw anybody have try ‘geometry clipping’ in afterburn rendering setting? how to make this work, i tried 2-sided material too, but didnt work…

hi,
i have a question, maybe this one somebody already asking before… sorry if repost…

how to set/get afterburn more opacity/less density, if they near/infront camera?
case:
i have thin smoke along the tunnel using pflow with afterburn…, and i have animated camera thru the tunnel, the problem when camera thru the smoke some like blank white covering camera… if we view rendering like flicker…
so maybe will help if i can set density gradually become lesser if they near camera.

btw anybody have try ‘geometry clipping’ in afterburn rendering setting? how to make this work, i tried 2-sided material too, but didnt work…

thks.
prie

Do you have Thinking Particles? If so, I can post a scene later showing how to archieve that effect.

Do you have Thinking Particles? If so, I can post a scene later showing how to archieve that effect.

Cheers
Nahuel

so actually its particles side setting? not afterburn setting? can be done with pflow?
can say yes, i have TP.( still learning TP, sometime still thinking like pflow (events base) when using TP (rules base)… hehehehe)

Here is the scene.
So, basically I create some particles inside the Tube. Then in a new Dynamic Set, I do the fade operation, and save that to a data channel (CH0 - Density)
In AfterBurn, you can use that channel in the Sphere Radius (just for visualization, you can adjust the Near & Far values in TP). After you like the fading, you can load it in the Density (setting Low Value to 0, and High Value to 0.5 -for example-). That’s it

Here are some images (remember to add the geometry -in this case tube- into the Node op of the VolumePos, and also add the Camera into the FadeByCamera Dynamic Set)